背包容量限制

This commit is contained in:
UnKownOwO
2023-02-13 19:01:42 +08:00
parent ddecfdea12
commit c23a75b802
7 changed files with 81 additions and 52 deletions

View File

@@ -0,0 +1,9 @@
package constant
const (
STORE_PACK_LIMIT_WEIGHT = 30000 // 背包重量限制
STORE_PACK_LIMIT_WEAPON = 2000 // 武器容量限制
STORE_PACK_LIMIT_RELIQUARY = 1500 // 圣遗物容量限制
STORE_PACK_LIMIT_MATERIAL = 2000 // 材料容量限制
STORE_PACK_LIMIT_FURNITURE = 2000 // 家具容量限制
)

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@@ -0,0 +1,6 @@
package constant
const (
WEAPON_AWAKEN_MAX_REFINEMENT = 5 // 武器最大精炼等级
WEAPON_AWAKEN_MIN_EQUIPLEVEL = 3 // 武器精炼最小星级
)

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@@ -185,11 +185,11 @@ func (g *GameManager) PacketStoreWeightLimitNotify() *proto.StoreWeightLimitNoti
storeWeightLimitNotify := &proto.StoreWeightLimitNotify{
StoreType: proto.StoreType_STORE_PACK,
// 背包容量限制
WeightLimit: 30000,
WeaponCountLimit: 2000,
ReliquaryCountLimit: 1500,
MaterialCountLimit: 2000,
FurnitureCountLimit: 2000,
WeightLimit: constant.STORE_PACK_LIMIT_WEIGHT,
WeaponCountLimit: constant.STORE_PACK_LIMIT_WEAPON,
ReliquaryCountLimit: constant.STORE_PACK_LIMIT_RELIQUARY,
MaterialCountLimit: constant.STORE_PACK_LIMIT_MATERIAL,
FurnitureCountLimit: constant.STORE_PACK_LIMIT_FURNITURE,
}
return storeWeightLimitNotify
}
@@ -197,14 +197,10 @@ func (g *GameManager) PacketStoreWeightLimitNotify() *proto.StoreWeightLimitNoti
func (g *GameManager) PacketPlayerStoreNotify(player *model.Player) *proto.PlayerStoreNotify {
playerStoreNotify := &proto.PlayerStoreNotify{
StoreType: proto.StoreType_STORE_PACK,
WeightLimit: 30000,
WeightLimit: constant.STORE_PACK_LIMIT_WEIGHT,
ItemList: make([]*proto.Item, 0, len(player.WeaponMap)+len(player.ReliquaryMap)+len(player.ItemMap)),
}
for _, weapon := range player.WeaponMap {
pbItem := &proto.Item{
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Detail: nil,
}
itemDataConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if itemDataConfig == nil {
logger.Error("get item data config is nil, itemId: %v", weapon.ItemId)
@@ -217,27 +213,26 @@ func (g *GameManager) PacketPlayerStoreNotify(player *model.Player) *proto.Playe
for _, affixId := range weapon.AffixIdList {
affixMap[affixId] = uint32(weapon.Refinement)
}
pbItem.Detail = &proto.Item_Equip{
Equip: &proto.Equip{
Detail: &proto.Equip_Weapon{
Weapon: &proto.Weapon{
Level: uint32(weapon.Level),
Exp: weapon.Exp,
PromoteLevel: uint32(weapon.Promote),
AffixMap: affixMap,
pbItem := &proto.Item{
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Detail: &proto.Item_Equip{
Equip: &proto.Equip{
Detail: &proto.Equip_Weapon{
Weapon: &proto.Weapon{
Level: uint32(weapon.Level),
Exp: weapon.Exp,
PromoteLevel: uint32(weapon.Promote),
AffixMap: affixMap,
},
},
IsLocked: weapon.Lock,
},
IsLocked: weapon.Lock,
},
}
playerStoreNotify.ItemList = append(playerStoreNotify.ItemList, pbItem)
}
for _, reliquary := range player.ReliquaryMap {
pbItem := &proto.Item{
ItemId: reliquary.ItemId,
Guid: reliquary.Guid,
Detail: nil,
}
itemDataConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
if itemDataConfig == nil {
logger.Error("get item data config is nil, itemId: %v", reliquary.ItemId)
@@ -246,33 +241,37 @@ func (g *GameManager) PacketPlayerStoreNotify(player *model.Player) *proto.Playe
if uint16(itemDataConfig.Type) != constant.ITEM_TYPE_RELIQUARY {
continue
}
pbItem.Detail = &proto.Item_Equip{
Equip: &proto.Equip{
Detail: &proto.Equip_Reliquary{
Reliquary: &proto.Reliquary{
Level: uint32(reliquary.Level),
Exp: reliquary.Exp,
PromoteLevel: uint32(reliquary.Promote),
MainPropId: reliquary.MainPropId,
AppendPropIdList: reliquary.AppendPropIdList,
pbItem := &proto.Item{
ItemId: reliquary.ItemId,
Guid: reliquary.Guid,
Detail: &proto.Item_Equip{
Equip: &proto.Equip{
Detail: &proto.Equip_Reliquary{
Reliquary: &proto.Reliquary{
Level: uint32(reliquary.Level),
Exp: reliquary.Exp,
PromoteLevel: uint32(reliquary.Promote),
MainPropId: reliquary.MainPropId,
AppendPropIdList: reliquary.AppendPropIdList,
},
},
IsLocked: reliquary.Lock,
},
IsLocked: reliquary.Lock,
},
}
playerStoreNotify.ItemList = append(playerStoreNotify.ItemList, pbItem)
}
for _, item := range player.ItemMap {
pbItem := &proto.Item{
ItemId: item.ItemId,
Guid: item.Guid,
Detail: nil,
}
itemDataConfig := gdconf.GetItemDataById(int32(item.ItemId))
if itemDataConfig == nil {
logger.Error("get item data config is nil, itemId: %v", item.ItemId)
continue
}
pbItem := &proto.Item{
ItemId: item.ItemId,
Guid: item.Guid,
Detail: nil,
}
if itemDataConfig != nil && uint16(itemDataConfig.Type) == constant.ITEM_TYPE_FURNITURE {
pbItem.Detail = &proto.Item_Furniture{
Furniture: &proto.Furniture{

View File

@@ -148,14 +148,14 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
return
}
// 一星二星的武器不能精炼
if weaponConfig.EquipLevel < 3 {
if weaponConfig.EquipLevel < constant.WEAPON_AWAKEN_MIN_EQUIPLEVEL {
logger.Error("weapon equip level le 3, itemId: %v", weapon.ItemId)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_AWAKEN_LEVEL_MAX)
return
}
// 武器精炼等级是否不超过限制
// 暂时精炼等级是写死的 应该最大精炼等级就是5级
if weapon.Refinement >= 4 {
if weapon.Refinement+1 >= constant.WEAPON_AWAKEN_MAX_REFINEMENT {
logger.Error("weapon refinement ge 4, refinement: %v", weapon.Refinement)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_AWAKEN_LEVEL_MAX)
return

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@@ -62,6 +62,11 @@ func (p *Player) GetItemCount(itemId uint32) uint32 {
func (p *Player) AddItem(itemId uint32, count uint32) {
itemInfo := p.ItemMap[itemId]
if itemInfo == nil {
// 该物品为新物品时校验背包物品容量
// 目前物品包括材料和家具
if len(p.ItemMap) > constant.STORE_PACK_LIMIT_MATERIAL+constant.STORE_PACK_LIMIT_FURNITURE {
return
}
itemInfo = &Item{
ItemId: itemId,
Count: 0,

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@@ -1,6 +1,7 @@
package model
import (
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/pkg/logger"
)
@@ -63,6 +64,15 @@ func (p *Player) GetReliquary(reliquaryId uint64) *Reliquary {
}
func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint32) {
// 校验背包圣遗物容量
if len(p.ReliquaryMap) > constant.STORE_PACK_LIMIT_RELIQUARY {
return
}
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("reliquary config is nil, itemId: %v", itemId)
return
}
reliquary := &Reliquary{
ReliquaryId: reliquaryId,
ItemId: itemId,
@@ -75,11 +85,6 @@ func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint
AvatarId: 0,
Guid: 0,
}
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("reliquary config is nil, itemId: %v", itemId)
return
}
_ = itemDataConfig
p.InitReliquary(reliquary)
p.ReliquaryMap[reliquaryId] = reliquary

View File

@@ -1,6 +1,7 @@
package model
import (
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/pkg/logger"
)
@@ -57,6 +58,15 @@ func (p *Player) GetWeapon(weaponId uint64) *Weapon {
}
func (p *Player) AddWeapon(itemId uint32, weaponId uint64) {
// 校验背包武器容量
if len(p.WeaponMap) > constant.STORE_PACK_LIMIT_WEAPON {
return
}
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("weapon config is nil, itemId: %v", itemId)
return
}
weapon := &Weapon{
WeaponId: weaponId,
ItemId: itemId,
@@ -68,11 +78,6 @@ func (p *Player) AddWeapon(itemId uint32, weaponId uint64) {
Refinement: 0,
Guid: 0,
}
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("weapon config is nil, itemId: %v", itemId)
return
}
for _, skillAffix := range itemDataConfig.SkillAffix {
weapon.AffixIdList = append(weapon.AffixIdList, uint32(skillAffix))
}